TU Berlin

Quality and Usability LabSaman Zadtootaghaj

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Saman Zadtootaghaj

Lupe

Research Field
- Assessing and predicting QoE of Gaming Applications

 Research Topics

- Video quality assessment of computer generated content 

- Cloud Gaming Quality of Experience

- Deep learning-based quality assessment of image/video content

- Image/video quality enhancement  

Current Project:

Adaptive Edge/Cloud Compute and Network Continuum over a Heterogeneous Sparse Edge Infrastructure to Support Nextgen Applications (ACCORDION)

Past Project:

Methods and Models for assessing and predicting the QoE linked to Mobile Gaming (QoE-NET/MSCA-ITN Network)


Biography

Saman Zadtootaghaj is a researcher at the Quality and Usability Lab at Technische Universitat Berlin working on modeling the gaming quality of experience under the supervision of Prof. Dr.-Ing. Sebastian Moller. His main interest is subjective and objective quality assessment of Computer-Generated content. He received his bachelor degree from IASBS and master degree in information technology from University of Tehran.

He worked as a researcher at Telekom Innovation Laboratories of Deutsche Telekom AG from 2016 to 2018 as part of European project called QoE-Net. He is currently the chair of Computer-Generated Imagery group at Video Quality Expert Group.  

Roles: 

Chair of Computer-Generated Imagery (CGI) at VQEG 

Local coordinator of HCID track of EIT master program 

Visiting Researcher:

MMSPG lab, EPFL (2017)

LST group, DFKI (2019)

Teaching experience:

Advance Projects at Quality and Usability Lab (Deep Learning for Video Quality Assessment and Enhancement) SS2020

Usability engineering exercise SS2017/SS2018/SS2019/SS2020

Quality and Usability Seminar (Applied statistic) WS 2019-2020

Quality and Usability Seminar (Gamification) SS2018

Teacher assistant: Multiagent (University of Tehran 2014), computer networks (IASBS 2011).

Talks: 

VQEG meetings at Nokia, Madrid, March 2018

VQEG meetings at Google (remote), USA, November 2018 

VQEG Meetings at Deutsche Telekom, Germany, March 2019

VQEG meetings at Tencent, China, October 2019

VQEG meeting, Online Meeting, March 2020 

Involvement in Standardization Activities: 

Active in the following work items:

ITU-T P.BBQCG: Parametric bitstream-based Quality Assessment of Cloud Gaming Services

ITU-T G.CMVTQS: Computational model used as a QoE/QoS monitor to assess videotelephony services

ITU-T G.OMMOG: Opinion Model for Mobile Online Gaming applications

Contributed to the following recommendations:

ITU-T G.1032: Influence factors on gaming quality of experience  

ITU-T P.809: Subjective evaluation methods for gaming quality  

ITU-T G.1072: Opinion model predicting gaming quality of experience for cloud gaming services  

Reviewed papers for TCSVT, Quality and User Experience journal, Journal of Electronic Imaging,  QoMEX 2017-2019, ICC 2019 and ICME 2020, PQS workshop 2016

 

Tools for Quality Prediction of Gaming Content:

NDNetGaming: Deep Learning based Quality metric for Gaming Content

GamingPara: Gaming Parametric based Video Quality Models

Implementation of ITU-T Recommendation G.1072

 

Datasets:

GamingVideoSet: https://kingston.box.com/v/GamingVideoSET

Cloud Gaming Video Dataset: https://github.com/stootaghaj/CGVDS 

Image Gaming Quality Dataset: https://github.com/stootaghaj/GISET 

 

Find me on ResearchGate, LinkedIn, Scholar, GitHub.


Address
Quality and Usability Lab
Deutsche Telekom Laboratories
TU Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin, Germany

Email:  
Tel:  +49 30 8353 58394

 

 

Publications:

Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming
Citation key zadtootaghaj2018b
Author Zadtootaghaj, Saman and Schmidt, Steven and Möller, Sebastian
Title of Book 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)
Pages 1–6
Year 2018
ISSN 2472-7814
DOI 10.1109/QoMEX.2018.8463416
Address Piscataway, NJ
Month may
Note electronic
Publisher IEEE
How Published full
Abstract Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented.
Link to publication Link to original publication Download Bibtex entry

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